Search found 134 matches

by Wojak
Thu Aug 28, 2014 11:23 am
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 542647

Re: Share a Shader!

I don't know if you tried to code something in GLSL, but the screen X and Y coordinates are the things you start with and with the stuff like floorcasting, raycasting and raytracking the screen coordinates are the only unique feature of a single pixel (I do not even know if it is possible for a pixe...
by Wojak
Thu Aug 28, 2014 10:06 am
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 542647

Re: Share a Shader!

I did this like this: 1) sent a texture set (384x64 pixels) containing 6 unique textures 2) sent 2 tile maps in the form of one 20x20 pixel image with the information about the textures id's encoded to the red and green chancels (if I would want to send a 100x100 tile map it would only be a 100x100 ...
by Wojak
Thu Aug 28, 2014 7:53 am
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 542647

Re: Share a Shader!

GLSL is not lua – a true story” Me: I want to implement tile maps so I think I should use a simple 2d array of integers. GLSL: NO! I don't support 2d arrays :joker: Me: How about I convert 2d array to 1d array? GLSL: Sure go ahead ;) but I won't let You index it with floats, float 1 is not the same ...
by Wojak
Wed Aug 27, 2014 5:06 am
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 542647

Re: Share a Shader!

It's a neat start. And it replicates the effect from later Wolf clones perfectly. But can you make it do more than one texture on the same plane? Right now it's just tiling one texture over and over. I'm 100% sure that it's possible, but GLSL is not lua and this is my second shader ever... I will p...
by Wojak
Tue Aug 26, 2014 1:26 pm
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 542647

Re: Share a Shader!

New version of the one 2 post above:
-fixed it
-added a ceiling
-added mouse look
-looking up/down
-flying up/down
controls:
w – forward
left shift – down
space – up
mouse - looking around
by Wojak
Fri Aug 22, 2014 11:50 am
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 71
Views: 100529

Re: Textured Raycaster

Jasoco wrote: Either way, a properly written shader could definitely do it. Don't ask me how to code that shader though. lol
it took a while but here it is:
http://love2d.org/forums/viewtopic.php?p=172749#p172749
this proves that love blog has awesome tutorials ;)
by Wojak
Fri Aug 22, 2014 11:46 am
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 542647

Re: Share a Shader!

florcaster (mod 7 like)
Something is a bit off though...
by Wojak
Fri Aug 22, 2014 5:25 am
Forum: Support and Development
Topic: Limit updates per second?
Replies: 4
Views: 3548

Re: Limit updates per second?

This is what Minecraft does, it only updates player data 20 times a second but you get up to unlimited frames. Are you sure? Stuff like position update must be done per frame, else it will not be smooth... Minecraft may send the player data to the server 20 times per second, but I think that client...
by Wojak
Thu Aug 21, 2014 8:46 am
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 71
Views: 100529

Re: Textured Raycaster

You cat take a look at this (raycast5 version) https://love2d.org/forums/viewtopic.php?f=5&t=35876 I think this version has all the raycasting related stuff moved to a single file, so if You don't mind my chaotic coding it should be useful ;) This version has vev graphical bugs here and there an...
by Wojak
Fri Aug 15, 2014 5:16 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 411873

Re: "Questions that don't deserve their own thread" thread

Are you saying that drawing a pixel and scalling it to look like a line would be faster then using the actual love.graphics.line() function ? Yes, i discovered this by accident while experimenting with raycasting - the textured raycaser was faster then untextured (I used love.graphic.line for untex...